Dominions Spells
Evocation School
The School of Evocation deals with the projection of raw magical power. Most Evocations are elemental in nature.
Animal
Aquam
Creo Aquam SpellsLevel 15Acid SprayR:Reach D:Mom T:Spec. Aimed: 0 Requisite: Ignem The mage extends his hands, spraying acid at his enemies. The acid sprinkles over 5 pace long cone before caster and the mage might also be hit if he fails the aim roll. Acid causes +15 damage.
Geyser
Level 20SlimeR:Near/Sight D:Diam. T:Spec. Aim: +2 The caster hurls a ball of sticky goo at his enemies in a 4 pace wide circle. Enemies stuck in the slime will move more slowly and have trouble defending themselves. See Footsteps of Slippery Oil (ArsM4 p.113) for more details.
Level 35Acid BoltR:Near/Far D:Mom T:Spec Aimed:+3 Requisite: Ignem A gush of highly corrosive fluid flows from the mouth of the caster. The armor as well as the flesh of the target is burnt by the acid. It reduce armor protection by 2, and causes 20+ damage. The target is a 2 pace diameter circle.
Acid Rain
Auram
Creo Auram SpellsGeneralOrb LightningR:Near/Sight D:Mom T:Spec Aimed:spec With this spell a powerful mage can fling a huge number of lightning bolts towards his enemies. The number of targets is 1/level over level 25 (example 4 if the spell level is 29). The aim modifier is 5 minus the number of targets (example +1 if the spell level is 29). The damage is +15
Level 25Lightning BoltR:Near/Sight D:Mom T:Ind. Aimed:+2 The mage hurls a bolt a lightning towards an enemy. Damage: +15.
Shocking Grasp
Level 30ShockWaveR:Spec D:Mom T:Spec Aimed:+1 An electric shock wave will hit a large area in front of the caster. This is a very dangerous spell to cast, as an unlucky caster might also get killed by the electric shock. Damage:10. Range:front of caster. Target: 5 pace diameter area. Caster damaged if aim roll is failed.
Level 40Thunder StrikeR:Far/Sight D:Mom T:Spec Aimed:+2 A Thunder bolt strikes the battlefield. The mage can make the thunder bolt strike very far away. Even if it misses the shock wave is powerful enough to severely stun and damage anyone nearby. It causes +30 damage to the target and to others around him –5 damage / 1 pace distance. Those who survive roll Sta 6+ to avoid 1 turn stun.
Level 45HurricaneR:Sight D:Mom T:Boundary ritual The caster unleashes a violent hurricane upon a province, devastating the countryside. The hurricane will appear as a natural event.
Level 70Wrathful SkiesR:Sight D:Sun/Moon T:Boundary ritual The sky turns dark and lightning strikes all over the battlefield. 5% chance of lighting hit (see The Incantation of Lighting ArsM4 p118) in every round. The number of an army in the area will decrease 5% every round.
Corpus
Herbam
Creo Herbam SpellsLevel 25Sleep CloudR:Near/Sight D:Sun/Moon T:Spec Aimed:+3 This spell creates a cloud of sedative spores. Units caught in the cloud will fall asleep if they remain there for too long. Roll Stamina 8+ per round or fall sleep. The cloud is 9 pace diameter.
Level 40Poison CloudR:Near/Sight D:Sun/Moon T:Spec Aimed:+3 The caster creates a cloud of noxious spores dangerous to men. The cloud remains on the battlefield for some time and everyone entering the cloud will be affected by its poison. In the next 6 turns roll for stamina 6+ or loose 1 Fatigue Level (or Body Level if all Fatigue have lost). The cloud is 9 pace diameter.
Ignem
Creo Ignem SpellsLevel 15Burning HandsR:Spec D:Mom T:Spec. Flames will issue forth from the mage's hands, killing anyone in front of him. Causes +20 damage -5/pace after first.
Level 20Fire BlastR:Spec D:Mom T:Spec Aimed:+3 A powerful blast of fiery energies strike a small area close to the caster. Damage +15. Range 5 paces. Target: 2 paces diameter.
Fire Flies
Level 25Fire DartsR:Near/Far D:Mom T:Spec Aimed 0 With this spell a mage can fire max. six burning missiles towards his enemies. A mage can fire the darts in rapid succession. Each dart causes +15 damage.
Flame Eruption
Level 30FireballR:Near/Far D:Mom T:Spec Aimed 0 The hallmark of fire magic, this spell allows the mage to throw a ball of flame toward his enemies. The ball is quite difficult to aim, but does considerable damage where it lands. Damage +20 Target: 3 paces diameter.
Flame Bolt
Magma Bolts
Sulphur Haze
Level 35Falling FiresR:Far/Sight D:Mom T:Spec Aimed:+1 This spell calls down a rain of searing flames on the enemy. It causes +15 damage in an area of 9 pace wide circle.
Flare
Level 40Fire CloudR:Near/Sight D:Sun/Moon T:Spec Aimed:+1 This spell creates three clouds of fire and smoke that remain on the battlefield. Units passing through these mists will be severely burned (+10 Damage). Spell creates a 12 paces diameter cloud.
Perdo Ignem SpellsLevel 30Cold BlastR:Spec D:Mom T:Spec Aimed:+3 A powerful blast of cold strikes a small area close to the caster. Damage +20. Range: 5 paces. Target: 2 paces diameter.
Level 35Cold BoltR:Far/Sight D:Mom T:Ind. Aimed:+3 A bolt of intense cold issues forth from the caster's hands. It can be hurled over very long distances, and it causes +20 damage.
Freezing Mist
Level 45Falling FrostR:Far/Sight D:Mom T:Spec Aimed:0 Bolts of breathtaking frost bombard an area. Cold resistance will protect the targets and agile units can also avoid the bolts. Damage is +20 in an area of 15 pace wide circle. Roll Dex vs 6+ to half damage.
Imaginem
Mentem
Terram
Creo Terram SpellsLevel 15Flying ShardR:Reach/Far D:Mom T:Spec. Aimed:+2 Requisite: Rego The caster hurls four stones towards enemy units. The shards are not very powerful, but can severely damage lightly armored units. Causes +10 damage each.
Level 25BladeWindR:Near/Sight D:Spec. T:Spec. Aimed:+3 Requisite: Rego The caster throws a huge swarm of swirling blades towards his enemies. The blade wind is an excellent spell against light troops, but almost useless against heavily armored ones. 1d10+Size blades hit everybody in a 12 pace wide area and every blade causes +5 damage. Roll for one damage substract soak from it and multiplie the result by the number of blades.
Muto Terram SpellsLevel 30Magma EruptionR:Far/Sight D:Mom T:Spec Aimed:+0 Requisite: Ignem A shower of magma and rocks shoots out from the ground. Anyone standing near the eruption will find himself struck by the full force of the spell and only a very heavy armor can help him survive it. Everyone if affected 7 pace around the eruption and suffer +25 damage. Perdo Terram SpellsLevel 25Rust MistR:Near/Sight D:Sun T:Spec. Requisite: Aquam Highly corrosive mists appear on the battlefield. Troops passing through the mist will see their armor corrode and weaken. 8 paces diameter cloud. -4 from all non-magical metal armor / round.
Rego Terram SpellsLevel 50EarthquakeR: Far D: Diam. T: Boundary ritual With a thundering boom the ground heaves and erupts, throwing soldiers into crevices that close after a few seconds. Roll: Qui 8+ to avoid fall into a chasm. Vim
Perdo Vim SpellsLevel 40Astral FiresR:Far/Sight D:Mom T:Spec Requisite: Ignem Astral fires consume the essence of materials as ordinary fires consume wood. Even stones will burn with the hazy blue flames characteristic of these otherworldly fires. This is the only fire that will burn under water. It affect a 12 pace wide circle, and causes +15 damage. (Affect everything.)
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